"Low Poly" is a bit of a nebulous term these days. It can basically mean anything from the simple cartoony characters from Wind Waker, to any model that's not a sculpt (which would be "high poly"), to the style I think of first, which is flat-shaded low poly, so dubbed more for the fact you can see the individual faces (polys) than for the actual poly count. Like Clustertruck, or Superhot:
(It's the most innovative shooter I've played in years).
The first time I saw low poly art of this style, I wasn't so sure about it. Why would anyone go out of their way to make something that looked so artifical? The more I've been exposed to it though, the more good examples of it I've seen, the more I started to like it.
It eventually reached a point where I decided to try it myself. As someone who's never really enjoyed texturing, it was like suddenly being freed from shackles. No more sculpting, no more UV unwrapping, no more painting - just choose a good palette and you're pretty much good to go.
One could argue that the flat faces are optional for a textureless style, but I feel like they add a certain amount of necessary noise to a scene. Looking at something that goes for a minimalistic (not flat-shaded) low poly style like The Witness, you can still see a lot of subtle variation in the texturing.
Minimalistic or not, it is a lot of work - and texture work at that (my least favorite kind).
I have started to see the style gain traction lately, but I'd say it's still fairly rare to see here - compared to pixel art for example. As both a (amateur) game artist and game dev, I adore the flexibility offered by 3D models (especially for animation), so finding a 3D style that can still look decent while consuming a much smaller portion of my time is amazing.
I'm curious if there's simply something about this style that turns people off, have I just desensitized to it? Is it that many people are intimidated by the very idea of working in 3D, just love working in 2D, or something else entirely? Would love to hear your thoughts.